/*******************************************************************************
 * Copyright (c) 2013, Daniel Murphy
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without modification,
 * are permitted provided that the following conditions are met:
 * 	* Redistributions of source code must retain the above copyright notice,
 * 	  this list of conditions and the following disclaimer.
 * 	* Redistributions in binary form must reproduce the above copyright notice,
 * 	  this list of conditions and the following disclaimer in the documentation
 * 	  and/or other materials provided with the distribution.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
 * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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 * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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 ******************************************************************************/

package org.jbox2d.dynamics.joints;

import org.jbox2d.dynamics.Body;

/** Joint definitions are used to construct joints.
 * @author Daniel Murphy */
public class JointDef {

	public JointDef (JointType type) {
		this.type = type;
		userData = null;
		bodyA = null;
		bodyB = null;
		collideConnected = false;
	}

	/** The joint type is set automatically for concrete joint types. */
	public JointType type;

	/** Use this to attach application specific data to your joints. */
	public Object userData;

	/** The first attached body. */
	public Body bodyA;

	/** The second attached body. */
	public Body bodyB;

	/** Set this flag to true if the attached bodies should collide. */
	public boolean collideConnected;
}
